AddBuff(u32 BuffId) | CharacterBase | |
AddExp(int Value) | PlayerCharacter | inline |
AddGold(u32 Value) | PlayerCharacter | |
AddItem(u32 ItemId, u32 Count) | PlayerCharacter | |
ApplyDamage(u32 Value) | CharacterBase | |
ChangeEquip(u32 RightEqiupId, u32 LeftEquipId) | PlayerCharacter | |
ChangeEquipData(u32 RightEquipId, u32 LeftEquipId) | CharacterBase | protected |
CharacterBase() | CharacterBase | |
GetArea() const | CharacterBase | inline |
GetCenterVec() const | CharacterBase | |
GetCharacterId() const | PlayerCharacter | inline |
GetCharacterType() const | PlayerCharacter | inlinevirtual |
GetClient() const | PlayerCharacter | inline |
GetDropId() const | CharacterBase | inlinevirtual |
GetExp() const | PlayerCharacter | inlinevirtual |
GetGold() const | PlayerCharacter | inline |
GetItemList() const | PlayerCharacter | inline |
GetJob() const | PlayerCharacter | inline |
GetLevel() const | CharacterBase | inline |
GetName() const | PlayerCharacter | inline |
GetParameter() const | CharacterBase | inline |
GetParty() const | PlayerCharacter | inline |
GetPosition() const | CharacterBase | inline |
GetRotation() const | CharacterBase | inline |
GetSkillTree() const | PlayerCharacter | inline |
GetUuid() const | CharacterBase | inline |
Heal(u32 Value) | CharacterBase | |
InitializeSkillTree(const FlexArray< u32 > &OpenedNodes) | PlayerCharacter | |
IsDead() const | CharacterBase | inline |
IsEquiped(u32 EquipId) const | CharacterBase | |
IsGM() const | PlayerCharacter | inline |
IsParalysis() const | CharacterBase | |
IsRecasting(u32 SkillId) const | CharacterBase | inline |
IsSkillActive() const | CharacterBase | inline |
IsSkillAutoMoving() const | CharacterBase | inline |
IsSkillCasting() const | CharacterBase | inline |
Move(const Vector3D &MoveValue) | CharacterBase | |
OnAreaChange() | PlayerCharacter | |
OnBuffAdded(u32 BuffId) | PlayerCharacter | virtual |
OnBuffRemoved(u8 BuffType) | PlayerCharacter | virtual |
OnMoved() | PlayerCharacter | |
OnRecvItemList(const FlexArray< ItemData > &List) | PlayerCharacter | |
OnSkillReceived(CharacterPtr pCharacter, const SkillItem *pSkill) | CharacterBase | inlinevirtual |
OpenSkillTree(u32 NodeId) | PlayerCharacter | |
PlayerCharacter(Client *pInClient, u32 InCharacterId, u8 InJob, u32 Level, u32 InExp, u32 InGold, bool bInIsGM, u32 RightEquipId, u32 LeftEquipId) | PlayerCharacter | |
Poll(s32 DeltaTime) | CharacterBase | |
Position | CharacterBase | protected |
Recast | CharacterBase | protected |
Respawn() | CharacterBase | |
Rot | CharacterBase | protected |
Rotate(float RotateValue) | CharacterBase | |
SetArea(const AreaPtr &pInArea) | CharacterBase | inline |
SetName(const std::string &InName) | PlayerCharacter | inline |
SetParameter(u32 Level, u32 Hp, u32 MaxHp, u32 Str, u32 Def, u32 Int, u32 Mnd, u32 Vit, bool bIsVitAffectMaxHp) | CharacterBase | inlineprotected |
SetParty(const PartyPtr &pInParty) | PlayerCharacter | inline |
SetPosition(const Vector3D &MoveTarget) | CharacterBase | |
SetRotate(const Rotation &TargetRotation) | CharacterBase | |
SetUuid(u32 InUuid) | CharacterBase | inline |
Skill | CharacterBase | protected |
StartRecast(u32 SkillId) | CharacterBase | |
SubtractGold(u32 Value) | PlayerCharacter | |
SubtractItem(u32 ItemId, u32 Count) | PlayerCharacter | |
Update(s32 DeltaTime) | CharacterBase | inlineprotectedvirtual |
UseItem(u32 ItemId, CharacterPtr pTarget) | PlayerCharacter | |
UseSkill(u32 SkillId, CharacterPtr pTarget) | CharacterBase | |
~CharacterBase() | CharacterBase | inlinevirtual |
~PlayerCharacter() | PlayerCharacter | virtual |